/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef _HOSTILEREFMANAGER
#define _HOSTILEREFMANAGER

#include "Common.h"
#include "RefManager.h"

class Unit;
class ThreatManager;
class HostileReference;
struct SpellEntry;

class HostileRefManager : public RefManager<Unit, ThreatManager>
{
private:
    Unit *iOwner;
public:
    explicit HostileRefManager(Unit *pOwner) { iOwner = pOwner; }
    ~HostileRefManager();

    Unit* getOwner() { return iOwner; }

    // send threat to all my hateres for the pVictim
    // The pVictim is hated than by them as well
    // use for buffs and healing threat functionality
    void threatAssist(Unit *pVictim, float fThreat, SpellEntry const *threatSpell = 0, bool pSingleTarget = false);

    void addTempThreat(float fThreat, bool apply);

    void addThreatPercent(int32 iPercent);

    // The references are not needed anymore
    // tell the source to remove them from the list and free the mem
    void deleteReferences();

    // Remove specific faction references
    void deleteReferencesForFaction(uint32 faction);

    HostileReference* getFirst() { return ((HostileReference*) RefManager<Unit, ThreatManager>::getFirst()); }

    void updateThreatTables();

    void setOnlineOfflineState(bool bIsOnline);

    // set state for one reference, defined by Unit
    void setOnlineOfflineState(Unit *pCreature, bool bIsOnline);

    // delete one reference, defined by Unit
    void deleteReference(Unit *pCreature);

    void UpdateVisibility();
};

#endif
